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  2. Tennis racket theorem - Wikipedia

    en.wikipedia.org/wiki/Tennis_racket_theorem

    The tennis racket theorem or intermediate axis theorem, is a kinetic phenomenon of classical mechanics which describes the movement of a rigid body with three distinct principal moments of inertia. It has also been dubbed the Dzhanibekov effect , after Soviet cosmonaut Vladimir Dzhanibekov , who noticed one of the theorem's logical consequences ...

  3. Space Harmony - Wikipedia

    en.wikipedia.org/wiki/Space_Harmony

    They are the 3 perpendicular axes crossing in the middle. The 3 different Dimensions are: Vertical Dimension (up-down) Horizontal Dimension (side-side) Sagittal Dimension (front-back) The crossing point is in the center of gravity of the body (Place Middle). The Platonic solid that is defined by the dimensional cross is the Octahedron.

  4. Poinsot's ellipsoid - Wikipedia

    en.wikipedia.org/wiki/Poinsot's_ellipsoid

    As described in the tennis racket theorem, rotation of an object around its first or third principal axis is stable, while rotation around its second principal axis (or intermediate axis) is not. The motion is simplified in the case of an axisymmetric body, in which the moment of inertia is the same about two of the principal axes.

  5. Six degrees of freedom - Wikipedia

    en.wikipedia.org/wiki/Six_degrees_of_freedom

    Six degrees of freedom also refers to movement in video game-play. First-person shooter (FPS) games generally provide five degrees of freedom: forwards/backwards, slide left/right, up/down (jump/crouch/lie), yaw (turn left/right), and pitch (look up/down).

  6. Motion graphics - Wikipedia

    en.wikipedia.org/wiki/Motion_graphics

    Computer animations can use less information space (computer memory) by automatically tweening, a process of rendering the key changes of an image at a specified or calculated time. These key poses or frames are commonly referred to as keyframes or low CP. Adobe Flash uses computer animation tweening as well as frame-by-frame animation and video.

  7. Key frame - Wikipedia

    en.wikipedia.org/wiki/Key_frame

    A sequence of key frames defines which movement the viewer will see, whereas the position of the key frames on the film, video, or animation defines the timing of the movement. Because only two or three key frames over the span of a second do not create the illusion of movement, the remaining frames are filled with "inbetweens".

  8. 180-degree rule - Wikipedia

    en.wikipedia.org/wiki/180-degree_rule

    The rule states that the camera should be kept on one side of an imaginary axis between two characters, so that the first character is always frame right of the second character. Moving the camera over the axis is called jumping the line or crossing the line; breaking the 180-degree rule by shooting on all sides is known as shooting in the round.

  9. Twelve basic principles of animation - Wikipedia

    en.wikipedia.org/wiki/Twelve_basic_principles_of...

    rigid, non-dynamic movement of a ball is compared to a "squash" at impact and a "stretch" during the fall and after the bounce. Also, the ball moves less in the beginning and end (the "slow in and slow out" principle). The purpose of squash and stretch [4] is to give a sense of weight and flexibility to drawn or computer-animated objects. It ...